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coLoLrizer/README.md

coLoLrizer — Combat & Systems Designer

Specialization: Combat Systems, Boss Encounters, Ability Mechanics Experience: No Name Games (Systems Designer, Oct 2024 – May 2025) + shipped solo/team projects + 1.5+ years independent portfolio work Location: Remote (Ukraine)

Every system I build, I try to exploit first. I design boss fights and ability systems by playing against my own assumptions — checking dodge windows against real player stats, finding the exploit before a player would, and not calling a mechanic done until I've genuinely failed to break it.


🎮 Featured Work

NO HIT! — Solo Boss Fight, Shipped in 4 Days

🎮 Play it on CrazyGames Or Watch the Fight


Gameplay preview may be loading.. — click to watch full video

Fully deterministic two-phase boss fight, designed and built solo for the CrazyGames × Construct Game Jam — first time ever using Construct 3.

Key Features:

  • Every attack dodge-checked against actual player stats (movement speed, dash cooldown) — nothing can be beaten for free
  • Predictive-targeting logic ported from an earlier Python prototype (Crimson Witch) into JavaScript
  • Phase 2 keeps each attack's identity and visual language, but reworks its correct dodge — same theme, different solution, so player pattern-memory from Phase 1 doesn't transfer directly

Technical Highlight: Diagnosed a Construct 3-specific bug where Restart Layout doesn't clear JS-side global state, and solved it with a reusable hide/disable-and-reset pattern instead of destroying objects.

Full Case Study →


Crimson Witch — Boss Encounter Design

📺 Watch 8-Minute Video Breakdown


Gameplay preview may be loading.. — click to watch full video

A simple resource idea — a limited potion pool the boss has to keep re-brewing — grew into a full encounter with world-level economic consequences.

Key Features:

  • Potion brewing/resource-limit system with dual modes (self-buff vs. thrown hazards)
  • Predictive targeting AI that tracks player velocity
  • Player-like decision-making (heals at low HP, adapts behavior per phase)
  • World economy loop: the boss's death reshapes NPC potion availability across the game world
  • Modifier system: 5 difficulty toggles that upgrade both boss and loot

Technical Implementation:

  • Python prototype with playable combat
  • State machine AI for phases and combo attacks
  • Weighted probability system for potion decisions

Reviewed by a Senior Game Designer at Blizzard Entertainment: "You've done a great job at breaking down the fight structure, describing the ramping threat, and designing a unique encounter... it's a strong theme."

Full Documentation →


Monolith — Technical Ability Design

An orbital combat ability that always chooses the biggest arc, never flies into the player's face, and stays stable under camera rotation.

Problem-Solving Focus:

  • Quadrant-based space division (rotation-invariant, unlike an early 2-sector split that broke under camera rotation)
  • Dual-tangent orbit entry/exit logic
  • Phantom orbit fallback for cursor-inside-orbit edge cases
  • Explicit state machine: FALLING_INIT → GROUNDED → ENTER_ORBIT → ARCING → FLYING_TANGENT → CAPTURED

Full Technical Breakdown →


Telekinetic Class — Class Design

Complete custom class for Wynncraft MMO with 3 archetypes and a full ability tree, DPS-verified across 25+ builds.

Design Scope:

  • 3 distinct archetypes (Defender, Elementalist, Mindbreaker), each with distinct resource mechanics
  • Physics-based "Weight as a Weapon" tank identity for the Defender archetype
  • Resource mechanics and ability synergies across archetypes
  • JSON ability tree structure compatible with Wynnability tooling

View Documentation →


Blightfall: Crimson Veil — Systems Design & Team Coordination

🎮 Shipped on CurseForge

Joined a 7–8 person volunteer team to design the core gameplay loop for a Hytale mod submitted to the CurseForge New Worlds Modding Contest (Mar–May 2026).

Contributions:

  • Core gameplay loop, Crimson Escalation system, progression, and crafting economy
  • Four design pillars introduced to stabilize scope after early "Idea Soup" creep
  • Unofficial Vision Keeper / Lead Systems Designer role, coordinating team direction without formal production authority

This is a postmortem, not a success story — the shipped build diverged significantly from the design. Covers what went wrong, what shipped vs. designed, and lessons learned about scope, ownership, and documentation.

Full Postmortem →


Orbital Strike — Iterative Design Case Study

Evolution of one ability across three design contexts (fantasy → prototype → MMO-ready).

Shows:

  • Terrain dependency analysis
  • UX/balance trade-offs
  • Platform-specific constraints (Wynncraft vs. Arhea)

Read Case Study →


💼 Professional Experience

No Name Games — Systems Designer Oct 2024 – May 2025 | Mobile Game Development (joined pre-rebrand, as White Deer)

  • Designed a full trick system for a mobile snowboard game: dozens of individual tricks across 5 rarity tiers (Common → Legendary), each with its own distinct QTE mechanic — single tap, timed hold, multi-directional swipe combos, balance-bar tracking, Osu-style circle rotation
  • Built a systemic environmental modifier layer (Storm, Avalanche, Wind, Ice) that alters QTE difficulty and timing across the entire trick roster, rather than being hand-scripted per trick
  • Designed a scalable progression system supporting 30+ unique mechanics without changes to core logic
  • Authored technical design specs for QTE and input systems: timing rules, rotation logic, failure conditions
  • Modeled soft→hard currency economy loops in Excel for stable progression pacing

🛠️ Skills & Expertise

Core Competencies:

  • Combat & Encounter Design (boss fights, ability kits, combo systems)
  • Systems Design (progression, itemization, build diversity)
  • Prototyping (Python, JavaScript, functional demos)
  • Technical Documentation (GDDs, ability sheets, technical specs)

Design Philosophy:

  • Player agency and skill expression
  • Design by breaking my own assumptions before they ship
  • Systemic cohesion — encounters that leave a mark on the wider game world
  • Risk/reward balance and counterplay

Tools:

  • Python, JavaScript (Construct 3)
  • GitHub, Markdown, Trello
  • Excel / Google Sheets (economy modeling, balance)

🎯 What I'm Looking For

Remote Game Designer roles focused on:

  • Combat systems and boss/encounter design
  • Ability design and class mechanics
  • Systems design and progression

Open to: Full-time positions, contract work, paid design tests


📫 Contact

Email: timurl.gamedev@gmail.com LinkedIn: https://www.linkedin.com/in/timur-l-476966373/ Portfolio: https://github.com/coLoLrizer/PORTFOLIO


Last updated: July 2026

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